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Thread: Blinking/flickering object during transformation using uniform buffer

  1. #11
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    Try to record in 60 FPS. The Phi effect is weak. Your objects are very contrasting, and the displacement of the objects are large enough. Which can look like the edges are flickering.

    Otherwisely the last video seems alright enough if viewed frame by frame.

    Your log seems weird. Draws somehow happens in twos. And sometimes you update twice.

    What I written on SO applies. Avoid using Events. Especially do not spin on them on host. They are not designed to be waited on on host. And avoid wait-before-signal situations (at least do not introduce that until you are in the optimization phase).

    For simplicity just update by constant each frame (and get rid of keyboard input). That will eliminate one potential source of the problem.

  2. #12
    Junior Member
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    Oct 2018
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    >> Try to record in 60 FPS. The Phi effect is weak

    I use embedded MS Windows recorder. It doesn't record 60fps

    >> Your log seems weird. Draws somehow happens in twos.And sometimes you update twice.

    It was one from many attempts. It seems that printf did output randomly when used some threads.

    >> Avoid using Events.

    Currently I reproduce the following
    a) deleted all events waiting, signaling. Events are fully excluded from cmd buffers.
    b) added drawing and rotating in one thread. Excluded any keyboard events.

    the thread loop is:

    if ((current_time - previous_time) >= expected_cycle_delay)
    {
    previous_time = current_time;
    m_selected_scene->rotateStepAngle(XVIEW::Axis::Y, XVIEW::RotationDirection::CLOCKWISE);
    m_vk->nextFrame();
    current_time2 = boost::chrono::high_resolution_clock::now();
    printf(">> %lld\n", (current_time2 - previous_time2).count() / 1'000'000);
    previous_time2 = current_time2;
    }

    and nextFrame() wait queue idle ate the end

    vkQueueWaitIdle(m_queue);

    I vage got the following timings in the console

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    So the all timings are 15+/-1ms. But I got the same 4Hz big shifts

  3. #13
    Senior Member
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    Mar 2016
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    I use embedded MS Windows recorder. It doesn't record 60fps
    Weird, it does offer 30 or 60 to me in the Settings.

    Might be worth trying to disable the MS Game Panel, as well as other things that may interfere (e.g. AV, and also the Steam Implicit Layer is quite notorious). If you are using MSVS might be worth pausing the exe (or opening minidump), and checking which dlls are loaded -- there should ideally not be any parasitic ones like the Steam layer, or mouse software, or notebook keys overlay and such. And I am assuming this is in Release build without Validation Layers.

    BTW, does vkcube behave the same way?

    Well, I am outa ideas. You would need to provide minimal example...

  4. #14
    Junior Member
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    Oct 2018
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    krOoze, thanks for your help! It is very hard to find any vulkan info/support now

    >>Weird, it does offer 30 or 60 to me in the Settings.

    Yes, I found this option and changed to 60fps. New video for "Release build without Validation Layers"
    https://drive.google.com/open?id=12u...2MHEyA8E93c8ZG (Video is played normal locally, web browser plays it incorrectly)


    >> Might be worth trying to disable the MS Game Panel

    I am going to try

    >>as well as other things that may interfere (e.g. AV, and also the Steam Implicit Layer is quite notorious). If you are using MSVS might be worth pausing the exe (or opening minidump), and checking which dlls are loaded -- there should ideally not be any parasitic ones like the Steam layer, or mouse software, or notebook keys overlay and such. And I am assuming this is in Release build without Validation Layers.

    The modules tab the MSVC release build is paused
    https://drive.google.com/open?id=1T9...MvMpXlt3CI8H-M
    >> BTW, does vkcube behave the same way?
    It rotates correctly
    https://drive.google.com/open?id=1jh...7XEVSYAyHavEj1
    Last edited by JiuShei; Yesterday at 11:59 PM.

  5. #15
    Junior Member
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    Oct 2018
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    May be I have errors in the shaders?

    vertex shader:

    https://drive.google.com/open?id=1q0...iYg--8DE9MTK5t

    fragment shader:

    https://drive.google.com/open?id=19U...ZqgTwnRMvEA4ib

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